第一个纹理记录

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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'


// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'


Shader "Test/SingleTexShader"
{
Properties
{
_Color("Color",Color) = (1,1,1,1)
_MainTex("Tex",2D) = "while"{}
_Specular("Specular",Color) = (1,1,1,1)
_Glass("Glass",Range(1,50)) = 1
}


SubShader
{
Pass
{
Tags{"LightMode" = "ForwardBase"}


CGPROGRAM


#pragma vertex vert
#pragma fragment frag


#include "Lighting.cginc"


fixed4 _Color;
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Specular;
float _Glass;

struct a2v
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 texcoord : TEXCOORD0;
};


struct v2f
{
float4 pos : SV_POSITION;
float3 worldNormal : TEXCOORD0;
float3 worldPos : TEXCOORD1;
float2 uv : TEXCOORD2;
};


v2f vert(a2v v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.worldNormal = UnityObjectToWorldNormal(v.normal);
o.worldPos = mul(unity_ObjectToWorld,v.vertex).xyz;
//UV坐标计算 
//内置函数:o.uv = TRANSFORM_TEX(v.texcoord,_MainTex);
o.uv = v.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;


return o;
}


fixed4 frag(v2f o) :SV_Target
{
float3 worldNormal = normalize(o.worldNormal); 
float3 worldLightDir = normalize(UnityWorldSpaceLightDir(o.worldPos));
//tex2D(纹理名,UV坐标)
float3 albedo = tex2D(_MainTex,o.uv).rgb * _Color.rgb;
//环境光
float3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
//漫返射
float3 diffuse = _LightColor0.rgb * albedo * saturate(dot(o.worldNormal,worldLightDir));


float3 viewDir = normalize(UnityWorldSpaceViewDir(o.worldPos));
float3 halfDir = normalize(worldLightDir+viewDir);


//高光反射
float3 reflectColor = _LightColor0.rgb * _Specular * pow(saturate(dot(o.worldNormal,halfDir)),_Glass); 


float3 finalColor = reflectColor + diffuse + ambient;
return fixed4(finalColor,1);
}


ENDCG
}
}

}
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